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plugin 1.0.4 doesn't work in Godot 4.3

Open narayanls opened this issue 1 year ago • 23 comments

Hi there! I'm trying to get Cyclops plugin working, but no sucess for now.

I'm getting this error when I try to enable the plugin:

"Unable to load addon script from path: 'res://addons/cyclops_level_builder/cyclops_level_builder.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/cyclops_level_builder/plugin.cfg' to prevent further errors."

Steps I did: 1 - Copy addons folder from last CyclopLevelBuilder release to main project folder; 2 - Add the cyclops_global_scene.tscn file to Globals/Autoload, and rename node to CyclopsAutoLoad; 3 - Realod project in Project/Reload project menu; 4 - Try to actvate the plugin in Project/Project Setting/Plugins menu.

narayanls avatar Sep 05 '24 14:09 narayanls

No, you must physically restart the Godot. Reload project won't do.

Also, 1.0.4 does not work in 4.3. You need to delete it, then clone the repo, run the CreateAddonArchive python script and then install from that (if you're on Windows you will have to install python first as you can't run script without it).

darkhog avatar Sep 06 '24 12:09 darkhog

thank you @darkhog , I'll try and come back later to tell if works.

narayanls avatar Sep 06 '24 15:09 narayanls

Hello! Having the same issue. I did what you said and built from the repo and it still isn't working.

Vespher avatar Sep 10 '24 18:09 Vespher

Did you do all the installation steps according to readme? Restarting the Godot editor multiple times is very important step. Also, if you downloaded first from "releases" you MUST delete the Cyclops folder under addons and copy over the one you got from running the python script. Overwriting it will lead to issues.

darkhog avatar Sep 11 '24 16:09 darkhog

Hi, I'm also having an issue, I tried cloning the repo and building with the python script but the error is persistant, see my console output for details https://pastebin.com/GnJY3bjV Godot Engine v4.3.stable.official

perhapse consider distributing thru the godot assetlib?

jurassicjordan avatar Oct 03 '24 18:10 jurassicjordan

If CyclopsAutoload cannot be found, try going into Project Settings/Plugins and make sure the plugin is enabled. Also check Project Settings/Globals and make sure CyclopsAutoload is listed there and enabled.

blackears avatar Oct 04 '24 10:10 blackears

enabling the plugin presents the same error that its not in scope

jurassicjordan avatar Oct 06 '24 07:10 jurassicjordan

Could you post the error message? I'm able to run the project on my version of Godot 4.3. Have you tried this process on a new, empty project to see if it works in that case?

blackears avatar Oct 07 '24 12:10 blackears

After Godot upgrade (4.3-3 -> 4.3-4) cyclopsLevelBuilder addon begin to work for me.

narayanls avatar Oct 07 '24 13:10 narayanls

After Godot upgrade (4.3-3 -> 4.3-4) cyclopsLevelBuilder addon begin to work for me.

hey, i am having the same issue with my project, but i cant seem to find this godot 4.3-4 version, can u pls send me link

DynstinnProductions avatar Oct 08 '24 13:10 DynstinnProductions

I also can't find this maintenance build 4.3-4, can someone link it? downloading the latest is just 4.3 stable

jurassicjordan avatar Oct 08 '24 17:10 jurassicjordan

Hi guys, I'm using Godot in a Linux distro, so I install from a Linux repository. When I installed the version was 4.3-3, and after the latest update (about 2 weeks ago) the version now is 4.3-4. So I downloded Godot from the website to test, and it seems to be the same, because it's working in this website version as well.

So maybe the solution from everyone, regardless the SO, is: download Godot again.

narayanls avatar Oct 08 '24 18:10 narayanls

This is a tricky issue for me to solve because this has more to do with Godot's internal ways of assigning class names in GDScript than Cyclops itself. GDScript is interpreted, not compiled, so I can't just create a single debugged build that everyone can use. It works on my machine, which makes it difficult to figure out why it's not working on other's machines, or why it works sometimes but not others. The best advice I can give is to try reloading and making sure the Autoloads and Plugins are all enabled, even if Godot blocks you from this sometimes.

blackears avatar Oct 09 '24 04:10 blackears

Perhaps it's worth rewriting it as a GDExtension then?

darkhog avatar Oct 11 '24 09:10 darkhog

I've been thinking of that, but I need to get a few other things first. One of my worries is I don't know how hard it would be to compile GDExtensions for platforms other than my development machine. Do I need to build on Mac to generate the Mac libraries?

blackears avatar Oct 12 '24 01:10 blackears

Do I need to build on Mac to generate the Mac libraries?

Looks that way, however compiling for linux/windows should be possible via simple crosscompiling.

darkhog avatar Oct 19 '24 20:10 darkhog

Stop working again, so I guess I just had luck that time

narayanls avatar Oct 28 '24 11:10 narayanls

Are you getting the same errors?

If you got it working temporarily, it probably is working - there's just some configuration issue stopping it. Although, it would be hard for me to tell what it is without access to your machine. You could try deleting your cache or making sure the plugins and CyclopsAutoload are defined and checked in the project's configuration.

You can try using the latest development version - I've done some work to reduce the amount of things in the CyclopsAutoload, although I can't eliminate it completely yet. I'm making changes to how UVs are handled in the current HEAD, so UV related things might not be stable if you use it.

blackears avatar Oct 28 '24 18:10 blackears

No, you must physically restart the Godot. Reload project won't do.

Also, 1.0.4 does not work in 4.3. You need to delete it, then clone the repo, run the CreateAddonArchive python script and then install from that (if you're on Windows you will have to install python first as you can't run script without it).

What do you mean "install from that" ? Should we run the python script and then copy the build/addon folder to our project ? or copy the zip file in export ?

Which version of Godot do you recommend using for 1.0.4 ? (and what is the recommended installation method in this case).

Thank you for the great plugin!

wbwqq avatar Jan 26 '25 22:01 wbwqq

No, you must physically restart the Godot. Reload project won't do. Also, 1.0.4 does not work in 4.3. You need to delete it, then clone the repo, run the CreateAddonArchive python script and then install from that (if you're on Windows you will have to install python first as you can't run script without it).

What do you mean "install from that" ? Should we run the python script and then copy the build/addon folder to our project ? or copy the zip file in export ?

Which version of Godot do you recommend using for 1.0.4 ? (and what is the recommended installation method in this case).

Thank you for the great plugin!

So I used the build/addons folder and it worked. But since I cloned the latest repo, it was version 1.0.5alpha and it wasn't very stable. Which version do you recommend along with which version of Godot for the best stability and features?

wbwqq avatar Jan 26 '25 23:01 wbwqq

You can use 1.0.4 for now. I'd recommend using it with Godot 4.3. 1.0.5 should be more stable than 1.0.4 aside form the UVs which are still being worked on. What sort of stability issues were you having?

blackears avatar Jan 30 '25 04:01 blackears

Hi, I'm also having an issue, I tried cloning the repo and building with the python script but the error is persistant, see my console output for details https://pastebin.com/GnJY3bjV Godot Engine v4.3.stable.official

perhapse consider distributing thru the godot assetlib?

Hey, @jurassicjordan I ran into issue with same output logs, although I'm not sure if we have same root cause for it.

Steps that helped me to fix it:

  1. Copy addons folder to the root of your project
  2. Go to Project Settings -> Globals -> Autoload
  3. From there you should select cyclops_global_scene.tscn
  4. This step is important: rename default Node Name to CyclopsAutoload before adding this Autoload entry.
  5. Restart Godot engine and you should see addon working.

Hope it helps!

gderuki avatar Feb 19 '25 00:02 gderuki

2 - Add the cyclops_global_scene.tscn file to Globals/Autoload, and rename node to CyclopsAutoLoad;

@narayanls your node name is CyclopsAutoLoad but has to be CyclopsAutoload so lowercase the L

Radivarig avatar Mar 13 '25 21:03 Radivarig